The loadouts don't seem to allow for you to specify loan equipment slots; these have no insurance cost against them. The insurance on the tool for my ship is rated at 124k, but in game it is only 53k.
I guess I'm not clear what you mean by this; 0.4 now has checkboxes next to every power usage number, so you can toggle whether that module is counted towards your total power usage (i.e. to compare usage with different combinations of weapons, or with certain modules offlined).Would it be possible to squeeze in an on/off toggle column? Would be handy for thinking about and optimising power draw when, for example, in and out of Super Cruise.
I would love to add more detailed analysis of how things perform with various energy distribution patterns (i.e. X pips in weapons gives Y seconds sustained fire, Z seconds to fully recharge from empty). But, I don't know the formulas for that stuff -- do you? Has anyone figured it out? If so, point me to the thread and I'll add the formulas.Fortunately it is better than that
Another suggestion for something that I think would be quite helpful:
We have a handy summary at the bottom of the total available power generation and usage. Would it be possible to add a summary of how long hardpoint capacitor will last with 2 or 4 pips in Wep (ignoring utility mounts of they draw from Wep too)? Perhaps 0 pips in Wep too if that was helpful and not visually problematic.
I thought about that but wasn't sure it was worth the UI clutter. Under what circumstances is it possible to even get loaned equipment, other than dying without insurance and getting a Sidewinder with loaners?The loadouts don't seem to allow for you to specify loan equipment slots; these have no insurance cost against them. The insurance on the tool for my ship is rated at 124k, but in game it is only 53k.
-Your total fuel and cargo capacity (in tons) is shown at the bottom of the attributes column; and your total ship mass (in tons) is shown at the bottom of the mass column, in two numbers: empty (no fuel, no cargo) and full (100% fuel, full cargo).- Please could we have a total tonnage storage counter? Useful at a glance, and supports jump range estimations.
- Default cargo racks seem to be one below their compartment size (a 16 tonne C3 in a C4 compartment).
- Probably dumb question about jump ranges but, does low/full relate to fuel? Could perhaps adjust wording.
Yeah, there's still a lot of work to do figuring out all the game mechanics. The work on jump ranges and shield strength is a great start, but so many things are still poorly understood.Thanks very much for this tool... looks really useful.
Now all *I* have to do is work out what the Rating system in-game actually means (other than 'is better than' in some amorphous way).
Best wishes, Cmdr Ruanco
Calculating this is actually one of the original reasons I made the site, because it does indeed depend on your FSD and total ship mass (including all modules, fuel and cargo).Apologies in advance if it is there and I am missing it again. Please could a "Current max jump range" parameter be added? I assume hull type and fuel tank size are important; perhaps mass and FSD choice too.
Ah, I see what you mean; not single-jump range, but total range on a full fuel tank of a given size.Sorry, I wasn't specific enough. Thank you for taking the time to explain that but sorry for taking up your time.
I was aware of that information but what I meant was, max jump range scaled buy fuel tank. What isn't clear to me is how many jumps I can make for a given fuel load. It would be nice to know what a ship could theoretically achieve in terms of jump range across the galaxy. A ship that can jump 20 LY can possibly cross 40-60 LYs (jump angles permitting) but I am not sure at the moment.